• Title/Summary/Keyword: 온.오프라인

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An Empirical Study of Non-PG Based Mobile Payment Service (NonPG 기반 모바일 결제서비스에 관한 실증적 연구)

  • Lee, Chanhee;Bok, Joonghyo
    • Convergence Security Journal
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    • v.16 no.7
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    • pp.13-19
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    • 2016
  • Recently one of the main keywords representing of Korea is O2O The O2O market is an intersection of online commerce and offline commerce. The spread and popularization of smartphones transform payment market environment from online-based(PC) to mobile-based(Smartphone) which enable payment service expanses to on/off-line both markets. Due to this movement, data security is mo vulnerable than online-based payment service but the preference of serviceability, security threat becomes bigger.O2O service expansion is now at the stage of beginning with the limited influence, but could affect to the establishment of on/off line payment system of VAN and PG in the future. However, in the moment, the motivation to destruct the system is still weak. In this research, the possibility of Non-PG mobile payment service was suggested as a new way of mobile payment service by using PG. With suggestion, it could eliminate the issues of payment method beforehand and provide low fee to merchants.

A case study on service activation strategy of online and offline integration stores in the non-face-to-face era (비대면 시대의 온·오프라인 통합매장의 서비스 활성화 전략에 관한 사례 연구)

  • Lee, Jae-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.299-305
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    • 2021
  • This study is a case study for revitalizing services of integrated online and offline stores in the non-face-to-face era. The retail apocalypse crisis has deepened due to COVID-19, and to overcome this, the physital strategy of providing online experiences to offline stores is attracting attention. However, the response of domestic retailers is at an early stage, and strategic research is needed to improve consumer access and revitalize offline stores. Three strategies were identified through theoretical considerations according to technological development, and four strategies were summarized by investigating and analyzing domestic and foreign precedents. By categorizing the derived strategies, three core strategies were presented in conclusion. This study is a study based on literature and case studies, and is expected to be helpful in establishing strategic basic data for revitalizing online and offline integrated stores in the future.

Development of mobile, online/offline-linked math learning content to promote group creativity (집단창의성 발현을 위한 모바일, 온/오프라인 연계 수학 학습 콘텐츠 개발)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.1
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    • pp.39-60
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    • 2022
  • In this study, in order to support the expression of group creativity of high school students, we developed mathematics learning contents linked with mobile and online/offline that obtain the maximum and minimum values of the function within a limited range. This learning content was developed in connection with the 'environment', a cross-curricular learning topic. We explored the concept of group creativity in school mathematics. Its manifestation process, elements of group creativity expression process, and mobile and on/offline implementation functions were also explored. Then, we developed a hybrid app, 'Making the Best Box that Thinks of the Earth', which can express group creativity through mobile and online/offline-linked cooperative learning. A learning management system (LMS) and a teaching and learning guidance plan were also developed to efficiently operate mobile and online/offline-linked math learning using the app in schools. Our study found that the hybrid app, 'Creating the Best Box that Thinks of the Earth', was suitable for promoting collective fluency and collective sophistication based on complementary-metacognitive interaction.

An Efficiency Analysis of Integrated Online and Offline Operations of Listed Retail Companies -Focusing on 28 listed retail companies in China- (상장 소매업체의 온라인·오프라인 통합 운영 효율성 분석 -중국 28개 상장 소매업체를 중심으로-)

  • Wu, Li-Yan;Kim, Gui-Jung;Kim, Hyung-Ho
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.73-81
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    • 2020
  • The purpose of this paper is to analyze the efficiency of on-off-line integrated operations of listed retailers, propose ways to identify and improve the problems of inefficient enterprises, and accelerate the integration of on-off-line. The 28 listed retail companies selected total capital, management expenses, number of employees and wage rates as input factors as of 2018 and total operating income and operating profit were selected as output indicators to analyze efficiency using DEA. The results show that the integrated enterprise has a higher overall level of operational efficiency, but it is still in a state of stagnation. The pure technical efficiency of the integrated enterprise is generally higher, and the scale efficiency is the main reason that the overall efficiency of the enterprise is not improved. This study can help retail companies adjust their development strategies of online and offline integration according to their own degree of online and offline integration. This study has limitations in explaining the change in efficiency of retailers by conducting a cross-sectional analysis using data limited to 2018. It is necessary to utilize data over the next several years to conduct a longitudinal analysis.

Development of On/Offline Mixed Metaverse for Tourism Industries (온오프라인 연계 관광 메타버스 개발)

  • Lee, Bum-Ro
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.611-612
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    • 2022
  • 메타버스는 게임 기술을 활용하여 현실의 다양한 현상이나 경제 활동들을 가상의 세계로 구현하고 이를 실세계와 유사하게 동작하도록 다양한 서비스를 제공하는 플랫폼을 일컫는 말로서 최근의 코로나19 펜데믹 상황과 맞물려 주목 받고 있는 게임 확장 기술군의 하나라 할 수 있다. 본 논문에서는 지역 관광 활성화를 위해 지역 대표 관광지의 시그니처(signature) 구조물들과 공간을 메타버스 플랫폼 상에 구현하고 구현된 공간에서 사용자간의 커뮤니케이션을 통해 관광 수요를 촉진시키며, 오프라인 이벤트와의 유기적인 연동을 통해 궁극적인 관광 활성화에 기여하기 위한 온오프라인 연계 메타버스 콘텐츠를 구현한다. 구현된 메타버스 콘텐츠에서는 개인별로 설정된 캐릭터를 활용해 구현된 가상 공간에서 상호작용이 가능하도록 구성하여 가상 공간에서 체득된 정보를 온라인 상에서 자유롭게 교환할 수 있도록 하였다. 본 논문에서 구현된 관광 메타버스 콘텐츠는 샌드박스형 메타버스 플랫홈으로 개발된 디토랜드를 기반으로 한다.

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Design of ColorCode Personal Information Management System for On-line and Off-line Integration (컬러 코드를 이용한 온.오프라인 통합 개인정보시스템 설계 및 구현)

  • 송경수;한탁돈
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.406-408
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    • 2001
  • 인간 사이의 상호작용이 증대됨에 따라 명함과 같은 인적 정보의 교환도 더욱더 많아지고 있으며 이에 따른 효율적 사용과 관리에 어려움이 커지고 있다. 그러므로 인적정보를 디지털화하여 실세계와 사이버세계를 연결하여 관리할 수 있다면 보다 다양하고 편리한 서비스를 이용할 수 있을 것이다. 본 논문에서는 컬러 코드를 이용한 온.오프라인 통합 개인정보 관리 시스템인 CPIMS(Colorcode personal Information Management System)를 개발하였다. 사용자는 컬러 코드가 인쇄된 명함을 받았을 때 명함 중인의 개인 정보를 주소록에 자동으로 입력 받을 수 있게 된다. 그리고 명함주인의 정지화상 및 동영상이나 음성메시지 등과 같은 부가 정보도 제공받을 수 있는 특징을 가진다. 이러한 원리는 명함에 부착된 컬러 코드를 PC 카메라를 사용하여 인식하게 하고 상응하는 정보를 데이터베이스에서 불러오는 것이다. PC 카메라의 보급과 PDA, IMA-2000 등의 카메라가 장착되는 이동컴퓨팅 장비의 사용이 확대되고 있으므로 본 논문에서 제안한 시스템은 온.오프라인을 통합하는 효과적인 미디어 시스템이 될 것으로 기대된다.

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A Study of On/Off-line Trust on Customer's Repurchase Intention in Hotel Industry (온/오프라인 호텔기업의 신뢰와 고객의 재구매의도에 관한 연구)

  • Min, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.412-422
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    • 2009
  • With the development of the Internet, online community has been made possible to buy a product in hotel industry. It is expanded gradually the customers buy various banquet services as well as guest rooms or restaurant use. From the 1950s, research has been conducted on trust and various study is achieved in connection with in social psychology or industry marketing. But there is much to be desired on research on trust in on/off-line company and customer's repurchase intention. Verifying the study model and hypothesis established through proceeding research, we would like to know that whether trust in on-line basis can be connected with the trust that already formed about the hotel in off-line basis. Furthermore, how on-line and off-line trust made in hotel industry can affects to customer's repurchase intention. The trust between on-line basis and off-line basis in hotel industry is mutually related. The trust based on off-line hotel company also affects to customer's repurchase intention. But, on-line trust in hotel industry is not related to the customer's repurchase intention.

A Study on the Classic Theory-Driven Predictors of Adolescent Online and Offline Delinquency using the Random Forest Machine Learning Algorithm (랜덤포레스트 머신러닝 기법을 활용한 전통적 비행이론기반 청소년 온·오프라인 비행 예측요인 연구)

  • TaekHo, Lee;SeonYeong, Kim;YoonSun, Han
    • Korean Journal of Culture and Social Issue
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    • v.28 no.4
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    • pp.661-690
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    • 2022
  • Adolescent delinquency is a substantial social problem that occurs in both offline and online domains. The current study utilized random forest algorithms to identify predictors of adolescents' online and offline delinquency. Further, we explored the applicability of classic delinquency theories (social learning, strain, social control, routine activities, and labeling theory). We used the first-grade and fourth-grade elementary school panels as well as the first-grade middle school panel (N=4,137) among the sixth wave of the nationally-representative Korean Children and Youth Panel Survey 2010 for analysis. Random forest algorithms were used instead of the conventional regression analysis to improve the predictive performance of the model and possibly consider many predictors in the model. Random forest algorithm results showed that classic delinquency theories designed to explain offline delinquency were also applicable to online delinquency. Specifically, salient predictors of online delinquency were closely related to individual factors(routine activities and labeling theory). Social factors(social control and social learning theory) were particularly important for understanding offline delinquency. General strain theory was the commonly important theoretical framework that predicted both offline and online delinquency. Findings may provide evidence for more tailored prevention and intervention strategies against offline and online adolescent delinquency.

A Design of Color-Code On-Offline intergration commerce service system using mobile device in ubiquitous computing environment (유비퀴토스 환경에서 휴대용 단말기를 이용한 칼라코드 온-오프라인 통합 상거래 서비스 시스템 설계)

  • 이충규;최문희;한탁돈
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.561-563
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    • 2003
  • Ubiquitous computing 환경에서 휴대용 단말기는 중요한 위치를 차지하고 새로운 Interface와의 연결을 통해 다양한 어플리케이션이 생성하게 된다. 본 논문에서는 휴대용 단말기와 칼라코드 인터페이스를 이용하여서 새로운 형태의 온-오프라인 통합 상거래 서비스 시스템을 제안하고자 한다. 휴대용 단말기를 이용해서 오프라인 쇼핑의 눈으로 볼 수 있다는 정과 온라인 쇼핑의 장바구니 기능과 검색기능을 합친 새로운 형태의 쇼핑을 지원하는 시스템이다. 사용자는 물건의 칼라코드를 인식함으로써 물건의 내역을 입력받고 전자 결제를 사용함으로써 손쉽게 결제할 수 있는 장점을 얻게 되고 대형마켓에서는 인력 절감과 편리한 서비스를 제공한다는 장점이 있다.

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Effects on How the Peer Counseling Program in on-offline helps to improve university student's Self-esteem and Self-efficacy (온·오프라인 동료상담훈련 참여 경험이 신입생의 자아존중감과 자기효능감에 미치는 영향)

  • Jo, Hye-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.5
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    • pp.965-976
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    • 2017
  • The purpose of this study was to investigate how the Peer counseling program in on-offline would effect university students on their self-esteem and self-efficacy. In order to achieve this purpose, ten participants were in the experimental group and the other ten were in the control group. The subjects in the experimental group receive to the peer counseling program training for 120 minutes once a week for 10 weeks. The next day, practiced counseling online The data were analyzed by using t-test and ANCOVA. As the participants of the Peer counseling program reported that they experienced significant difference of improvement on their self-esteem(F=13.258, p<.01) and self-efficacy(F=15.565, p<.01) than those were in the control group. The Peer counseling program suggested that expected to positive effects it would help improve university freshmen students' self-esteem and self-efficacy.